The structural elements (buildings and props etc, created by the Weebles) in the Diabotical Rogue environment were all modeled using a weighted normals workflow and textured with a set of global tiling textures, trimsheets, and floating details created in Substance Designer.
Materials and props are setup to allow customizable parameters such as prop variants, colors areas etc.
Each prop includes multiple LOD steps to optimize performance, and many materials share normal and roughness maps.
The final step for mappers involved placing decals.
Shoutout to the great team who where apart of the team.
https://www.artstation.com/lenafreden
https://www.artstation.com/lewispalfrey
https://www.linkedin.com/in/palviainen/
https://www.artstation.com/sde93
https://www.linkedin.com/in/candreasson/
https://www.artstation.com/emljhn